public static FadeIn ( float time = 2f ) : void | ||
time | float | |
return | void |
//------------------------------------------------------------------------- // CLASS METHOD DEFINITIONS //------------------------------------------------------------------------- void Awake() { // position the again button AgainButton.SetScale(0.25f); ExitButton.SetScale(0.25f); float off = 50; Vector2 pos = new Vector2(); pos.x = Screen.width/2.0f - (AgainButton.GetWidth() + ExitButton.GetWidth() + 50)/2.0f; pos.y = 40.0f; AgainButton.SetPosition(pos); // position the exit button pos.x = Screen.width/2.0f + (ExitButton.GetWidth())/2.0f; pos.y = 40.0f; ExitButton.SetPosition(pos); // set the fading parameters for the beginning fade in of the game // over screen fader_ = new Fader(0.0f, 3.0f, 3.0f); fader_.FadeIn(); // set the initial update state to fade in update_ = fadeIn; }
private IEnumerator LoadScene(int sceneIndex, string text = null) { Fader fader = FindObjectOfType <Fader>(); if (text != null) { var restartMessage = GameObject.Find("RestartMessage").GetComponentInChildren <TextMeshProUGUI>(); restartMessage.text = text; } DontDestroyOnLoad(gameObject); yield return(fader.FadeOut(fadeOutTime)); yield return(SceneManager.LoadSceneAsync(sceneIndex)); yield return(new WaitForSeconds(waitTime)); yield return(fader.FadeIn(fadeInTime)); }
public static void EndDream(float fadeInSpeed = 5F) { if (!CurrentlyInDream) { return; } CurrentlyInDream = false; DreamCleanup(); Payload.DreamEnded = true; AddGraphSquare(StaticityAccumulator, HappinessAccumulator); Fader.FadeIn(Color.black, fadeInSpeed, () => { SceneManager.LoadScene("titlescreen"); GameSettings.SetCursorViewState(true); }); }
public void Awake() { if (mFader == null) { mFader = FindObjectOfType <Fader>(); } if (GlobalData.SaveExists()) { mSaveExistsGroup.SetActive(true); mFirstTimeGroup.SetActive(false); } else { mSaveExistsGroup.SetActive(false); mFirstTimeGroup.SetActive(true); } mFader.FadeIn(); playTitleTheme(); }
IEnumerator Transition() { DontDestroyOnLoad(gameObject); Fader fader = FindObjectOfType <Fader>(); SavingWrapper savingWrapper = FindObjectOfType <SavingWrapper>(); //remove player's control to escape of race condition Player playerMovement = GameObject.FindWithTag("Player").GetComponent <Player>(); playerMovement.enabled = false; yield return(fader.FadeOut(fadeOutTime)); savingWrapper.Save(); yield return(SceneManager.LoadSceneAsync(nextScene)); //remove player's control in a new scene Player newPlayerMovement = GameObject.FindWithTag("Player").GetComponent <Player>(); newPlayerMovement.enabled = false; savingWrapper.Load(); Portal otherPortal = GetOtherPortal(); PlayerUpdate(otherPortal); savingWrapper.Save(); yield return(new WaitForSeconds(fadeWaitTime)); fader.FadeIn(fadeInTime); //return control newPlayerMovement.enabled = true; Destroy(gameObject); }
/// <summary> /// Exits the dream without saving state. /// Used for quitting from pause menu. /// </summary> public static void ExitDream() { if (!CurrentlyInDream) { return; } CurrentlyInDream = false; DreamCleanup(); Payload.ClearPayload(); GameSettings.PauseGame(false); GameSettings.SetCursorViewState(true); Fader.FadeIn(Color.black, 1F, () => { SceneManager.LoadScene("titlescreen"); Fader.FadeOut(0.5F); }); }
// Start is called before the first frame update void Start() { btnFadeStart.onClick.AddListener(() => { // フェードカラーを指定 Fader.SetFadeColor(Color.black); // ボタンが押されたら、フェードアウト ー> フェードイン Fader.FadeOut(1.0f, () => { Debug.Log("フェードアウト終了"); // フェードアウトが終了したら、フェードイン Fader.FadeIn(1.0f, () => { // フェードインが終了 Debug.Log("フェードイン終了"); }); }); }); btnSwitchScene.onClick.AddListener(() => { // ボタンが押されたら、フェードアウトして、次のシーンへ切り替える Fader.SwitchScene(NextScene); }); }
//------------------------------------------------------------------------- private void sceneIntro() { // update intro bg fader and fade the bg accordingly; UGLY introBgFader_.Update(Time.deltaTime); IntroBackground.renderer.material.color = new Color(0.0f, 0.0f, 0.0f, introBgFader_.GetAlpha()); // if the time is greater then 8.0 sec start playing the intro // dialog if (time_ > 8.0f && !hasIntroDialogStarted_) { hasIntroDialogStarted_ = true; Color yellow = new Color(1.0f, 1.0f, 0.0f, 1.0f); string text1 = "You awaken with a start as the guard slams the cold iron bars shut."; string text2 = " He regards you with a look of pity and disgust."; DialogField.Display(text1, yellow, 0.0f, 5.0f); DialogField.Display(text2, yellow, 5.5f, 8.5f); // fade in bgm bgmFader_.FadeIn(); } // fade in the actaul scene (fade out intro background) if (time_ > 14.0f) { introBgFader_.FadeOut(); } // after 17 sec switch to guard dialog state if (time_ > 20.0f) { IntroBackground.SetActive(false); updateHandler_ = guardDialog; } }
IEnumerator MainRoutine() { DialogueManager.Instance().StartDialogue(fadeDialogue); yield return(new WaitUntil(() => DialogueManager.Instance().canvasObj.activeSelf == false)); objBlack.SetActive(false); fader.FadeIn(); DialogueManager.Instance().StartDialogue(beforeDialogue); yield return(new WaitUntil(() => DialogueManager.Instance().canvasObj.activeSelf == false)); objAfterCG.SetActive(true); DialogueManager.Instance().StartDialogue(afterDialogue); yield return(new WaitUntil(() => DialogueManager.Instance().canvasObj.activeSelf == false)); fader.FadeOut(); yield return(new WaitForSeconds(3.0f)); SceneManager.LoadScene("Ending_Suicide"); yield break; }
// Fade the item indicator as appropriate void Update() { float dist = Vector3.Distance(transform.position, GameManager.Player.transform.position); if (dist < IndicatorFadeDistance) { if (dist > _midFadeDistance) { _itemIndicator.FadeIn(IndicatorFadeSpeed, false); _itemSign.FadeIn(IndicatorFadeSpeed, false); } else { Color currColor = _itemIndicator.GetComponent <Renderer>().material.color; float alpha = 0.3f + 0.7f * ((dist - IndicatorFadeDistance2) / _midFadeDistance); _itemIndicator.GetComponent <Renderer>().material.color = new Color(currColor.r, currColor.g, currColor.b, Mathf.Max(alpha, 0.3f)); } } else { _itemIndicator.FadeOut(IndicatorFadeSpeed, false); _itemSign.FadeOut(IndicatorFadeSpeed, false); } }
IEnumerator CutScene() { Debug.Log("CutSceneStarted"); var vrb = _victim.GetComponent <Rigidbody2D>(); var prb = _player.GetComponent <Rigidbody2D>(); _player.SendMessage("StartCutscene"); _cam.SendMessage("ChangeTarget", _target); //Glue talks _source.PlayOneShot(_gueSound); yield return(StartCoroutine(CutsceneUtility.ShowText(_victim, "A human, here in this realm?\nHow funny.", 0.1f))); yield return(new WaitForSeconds(1f)); _source.PlayOneShot(_gueSound); yield return(StartCoroutine(CutsceneUtility.ShowText(_victim, "Your end is near, mortal.", 0.1f))); yield return(new WaitForSeconds(1f)); _victim.SendMessage("DisplayText", ""); //Glue attacks _music.SetActive(true); vrb.MovePosition(new Vector2(vrb.position.x - 0.95f, vrb.position.y)); _source.PlayOneShot(_gueAttack); yield return(StartCoroutine(_flasherRed.Flash())); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "Ahh!", 0.01f))); yield return(new WaitForSeconds(0.5f)); //Cherry goes back _cam.SendMessage("ChangeTarget", _player.transform); prb.MovePosition(new Vector2(prb.position.x - 0.1f, prb.position.y)); _player.SendMessage("DisplayText", ""); yield return(StartCoroutine(CutsceneUtility.ShowText(_victim, "Yes, you are going to die here!", 0.05f))); yield return(new WaitForSeconds(1f)); _victim.SendMessage("DisplayText", ""); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "No...no...", 0.15f))); yield return(new WaitForSeconds(1f)); _isActive = true; //Decision Time yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "Flee (Q)?\nFight (E)?"))); while (!_isDecided) { yield return(null); } _music.SetActive(false); if (_choosedAttack) { //Cherry Attacks yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "I don't want to die!!!", 0.01f))); prb.MovePosition(new Vector2(prb.position.x + 0.15f, prb.position.y)); _source.PlayOneShot(_cherryAttack); yield return(StartCoroutine(_flasherRed.Flash())); yield return(new WaitForSeconds(0.5f)); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "Huah! Die! Die!", 0.01f))); _source.PlayOneShot(_cherryAttack); yield return(StartCoroutine(_flasherRed.Flash())); yield return(new WaitForSeconds(0.5f)); _source.PlayOneShot(_cherryAttack); yield return(StartCoroutine(_flasherRed.Flash())); //Mark as Human _victim.GetComponent <SpriteRenderer>().sprite = _markHuman; _player.SendMessage("DisplayText", ""); yield return(StartCoroutine(CutsceneUtility.ShowText(_victim, "Wha..? Cher...?", 0.1f))); yield return(new WaitForSeconds(0.25f)); _source.PlayOneShot(_cherryOnMark); yield return(StartCoroutine(_flasherRed.Flash())); yield return(StartCoroutine(CutsceneUtility.ShowText(_victim, "Ahh..uhhu..", 0.1f))); yield return(new WaitForSeconds(0.25f)); _victim.SendMessage("DisplayText", ""); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "Mark?!", 0.1f))); yield return(new WaitForSeconds(0.5f)); //Mark to Bloody Glue _victim.SendMessage("DisplayText", ""); _victim.GetComponent <SpriteRenderer>().sprite = _markGlue; yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "Ahhhh! Die!", 0.1f))); _source.PlayOneShot(_cherryOnMark); yield return(StartCoroutine(_flasherRed.Flash())); yield return(new WaitForSeconds(0.5f)); _source.PlayOneShot(_cherryOnMark); yield return(StartCoroutine(_flasherRed.Flash())); yield return(new WaitForSeconds(0.5f)); _source.PlayOneShot(_cherryOnMark); yield return(StartCoroutine(_flasherRed.Flash())); yield return(StartCoroutine(_flasherRed.Flash())); _player.SendMessage("DisplayText", ""); //Fade Out //yield return new WaitForSeconds(0.5f); _source.PlayOneShot(_markScream); yield return(StartCoroutine(_faderRed.FadeOut())); _victim.GetComponent <SpriteRenderer>().sprite = _blood; vrb.MovePosition(new Vector2(vrb.position.x + 0.3f, vrb.position.y - 0.2f)); yield return(new WaitForSeconds(3f)); yield return(StartCoroutine(_faderRed.FadeIn())); // yield return StartCoroutine(_faderRed.FadeIn()); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "It's...it's over...?", 0.25f))); yield return(new WaitForSeconds(1f)); yield return(StartCoroutine(_flasherWhite.Flash())); _player.SendMessage("DisplayText", ""); Debug.Log("CutSceneEnded"); _isActive = false; _player.SendMessage("EndCutscene"); Destroy(gameObject); } else { //Cherry dies yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "I am scared.", 0.1f))); yield return(new WaitForSeconds(0.5f)); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "I want to run.", 0.1f))); yield return(new WaitForSeconds(0.5f)); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "But my legs are frozen!", 0.01f))); yield return(new WaitForSeconds(0.5f)); _player.SendMessage("DisplayText", ""); yield return(StartCoroutine(CutsceneUtility.ShowText(_victim, "Muhaha", 0.1f))); yield return(new WaitForSeconds(0.5f)); _victim.SendMessage("DisplayText", ""); vrb.MovePosition(new Vector2(vrb.position.x - 0.15f, vrb.position.y)); _source.PlayOneShot(_gueAttack); yield return(StartCoroutine(_flasherRed.Flash())); _source.PlayOneShot(_gueAttack); yield return(StartCoroutine(_flasherRed.Flash())); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "Ahhh."))); _source.PlayOneShot(_gueAttack); yield return(StartCoroutine(_flasherRed.Flash())); yield return(StartCoroutine(_flasherRed.Flash())); _source.PlayOneShot(_gueAttack); yield return(StartCoroutine(_flasherRed.Flash())); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "Uhhh."))); _player.SendMessage("DisplayText", ""); //Fade Out _source.PlayOneShot(_cherryScream); yield return(StartCoroutine(_faderRed.FadeOut())); _cam.SendMessage("ChangeTarget", _textScreen); yield return(new WaitForSeconds(2f)); _endText.SetActive(true); yield return(StartCoroutine(_faderRed.FadeIn())); _restart = true; } }
private void GoToOnePlayerMode() { Fader.FadeIn(2f, "CharacterSelect"); }
public IObservable <Unit> AnimateIn() { return(Fader.FadeIn().OnCompleteAsObservable()); }
void Start() { MainText.AddToDisplayQueue("Lost within the rainstorm, I search for a Guiding Light"); MainText.DisplayText(); Fader.FadeIn(); }
IEnumerator NextEventSetting() { // 열쇠가 안맞는 대사 출력 DialogueManager.Instance().StartDialogue(dialogue1); yield return(new WaitUntil(() => DialogueManager.Instance().canvasObj.activeSelf == false)); // 페이드 아웃 fader.FadeOut(); var n = FindObjectOfType <Note>(); if (n) { n.RemoveAllMission(); } yield return(new WaitForSeconds(1.0f)); // 캐릭터 우측 동아리실로 좌표 이동 playerCharacter.transform.position = new Vector3(63.7f, -7.0f, 0); // 우측방향, 앉기 세팅 playerCharacter.transform.localScale = new Vector3(1, 1, 1); playerCharacter.GetComponent <CharacterMover>().myAnimator.SetBool("IsSit", true); FindObjectOfType <CameraSystem>().changeViewport(); // 불+연기 세팅 objEventFire.SetActive(true); // 지하 남자화장실 문 트리거 제거. 진압 트리거랑 겹치는 현상 대비 //ToiletDoor.GetComponent<ToiletDoorInteraction>().enabled = false; Destroy(ToiletDoor.GetComponent <ToiletDoorInteraction>()); Destroy(ToiletDoor.GetComponent <Collider2D>()); //FireEx.GetComponent<FireExinguisher>().enabled = false; Destroy(FireEx.GetComponent <FireExinguisher>()); FireEx.GetComponent <ItemSystem>().enabled = true; // 화재 발견 트리거 활성화 objFireFocus.SetActive(true); // 화재 진압 트리거 활성화 objFireFight.SetActive(true); // BGM 교체 BGM.GetComponent <AudioSource>().clip = AlarmBGM; BGM.GetComponent <AudioSource>().Play(); // 애니메이터 교체 playerAnimator.runtimeAnimatorController = changeAnimator; yield return(new WaitForSeconds(2.0f)); fader.FadeIn(); // 뭔가 이상함을 느낀 대사 DialogueManager.Instance().StartDialogue(dialogue2); yield return(new WaitUntil(() => DialogueManager.Instance().canvasObj.activeSelf == false)); // 기립 상태 playerCharacter.GetComponent <CharacterMover>().myAnimator.SetBool("IsSit", false); yield break; }
private void UpdateVignettes() { // Turn the vignettes on as appropriate bool playerDead = GameManager.Player.IsDead; _hurtVignetteAlpha.On = playerDead || _playerHeartBox.HitPoints != _playerHeartBox.MaxHitPoints; _searchVignetteAlpha.On = !playerDead && GameManager.AI.EnemiesSearching > 0 && GameManager.AI.EnemiesChasing == 0; _chaseVignetteAlpha.On = !playerDead && GameManager.AI.EnemiesChasing > 0; // Don't anything extra if the player is dead if (playerDead) { return; } // try to flash if needed if ((GameManager.AI.EnemiesChasing > 0 || GameManager.AI.EnemiesSearching > 0)) { float alpha = _flashAlpha.GetComponent <Renderer>().material.color.a; float flashAlphaDir = 0; if (alpha >= 0.95f) { flashAlphaDir = -1; } else if (alpha <= 0.2) { flashAlphaDir = 1; } if (flashAlphaDir == 1 && !_hasFlashed) { _flashAlpha.On = true; } else if (flashAlphaDir == -1) { _flashAlpha.On = false; _hasFlashed = true; } } if (GameManager.AI.EnemiesChasing == 0 && GameManager.AI.EnemiesSearching == 0) { _flashAlpha.On = false; if (_flashAlpha.GetComponent <Renderer>().material.color.a < 0.1f) { _hasFlashed = false; } } else if (_hasFlashed) { _flashAlpha.On = false; } bool canStealthKill = GameManager.Player is NewmanAnimator && ((NewmanAnimator)GameManager.Player).StealthKillable != null && GameManager.Inventory.CanWeaponStealthKill; bool vignetteActive = _stealthKillVignette.IsFadingIn || _stealthKillVignette.IsStaying; if (canStealthKill && !vignetteActive) { _stealthKillVignette.FadeIn(); _stealthKillVignette1.FadeIn(); _stealthKillVignette2.FadeIn(); } else if (!canStealthKill && vignetteActive) { _stealthKillVignette.FadeOut(); _stealthKillVignette1.FadeOut(); _stealthKillVignette2.FadeOut(); } }
public static void SetPlanet(GameObject planet) { return; if (levelObjects == null) { levelObjects = new List <GameObject>(); } if (planet != currentPlanet) { // Update planet reference currentPlanet = planet; // Clear old temp gameobjects foreach (GameObject obj in levelObjects) { if (obj != null) { Destroy(obj); } } levelObjects.Clear(); closest = null; closestId = -1; if (currentPlanet != null) { currentWorld = planet.name; startRotation = currentPlanet.transform.rotation.eulerAngles.y; rotation = new Vector3(0, startRotation, 0); // Add a play button. //playLevel = (GameObject)Instantiate(Resources.Load("PlayLevel", typeof(GameObject))); //playLevel.transform.parent = currentPlanet.transform; //Vector3 playLevelPos = currentPlanet.transform.position; //playLevelPos.x += 2.0f; //playLevel.transform.position = playLevelPos; // Get world number Regex exp = new Regex("World(?<world>.*)"); Match match = exp.Match(currentWorld); int world = 0; int.TryParse(match.Groups["world"].ToString(), out world); // Load new levels levels = currentPlanet.GetComponent <Levels>(); maxLevel = (SaveManager.save.worldUnlocked > world ? levels.levels.Length : -1); if (maxLevel < 0) { maxLevel = SaveManager.save.levelUnlocked; } if (maxLevel > levels.levels.Length) { maxLevel = levels.levels.Length; } // Get direction from planet to camera Vector3 camDir = currentPlanet.transform.position - Camera.main.transform.position; camDir.Normalize(); // Create gameobjects to represent levels rotationStep = 360.0f / levels.levels.Length; Vector3 offset = Vector3.forward * currentPlanet.GetComponent <Collider>().bounds.extents.z * 1.1f; for (int i = 0; i < levels.levels.Length; ++i) { if (levels.levels[i].world > SaveManager.save.worldUnlocked || (levels.levels[i].world == SaveManager.save.worldUnlocked && levels.levels[i].number > SaveManager.save.levelUnlocked)) { continue; } // Rotate offset float thisRotation = rotationStep * -i + INITIAL_ROTATION; Quaternion thisQuaternion = Quaternion.Euler(0, thisRotation, 0); Vector3 thisOffset = thisQuaternion * offset; // Create object GameObject level = GameObject.CreatePrimitive(PrimitiveType.Plane); level.AddComponent <Billboard>(); level.transform.rotation *= Quaternion.Euler(90, 0, 0); level.transform.localScale = 0.01f * Vector3.one; level.tag = "Planet"; level.GetComponent <Renderer>().material = instance.levelMaterial; levelObjects.Add(level); // Initialise level object level.name = levels.levels[i].name; level.transform.parent = currentPlanet.transform; level.GetComponent <Renderer>().material.shader = Shader.Find("Transparent/Diffuse"); level.GetComponent <Renderer>().material.color = new Color(1.0f, 1.0f, 1.0f, 0.1f); // Fade object in Fader fader = level.AddComponent <Fader>(); fader.fadeRate = 2.0f; fader.FadeIn(); // Offset object around planet level.transform.position = currentPlanet.transform.position - thisOffset; } } } }
public void Onclick(string name) { SoundManager.PlayS(gameObject); Fader.FadeIn(2f, name); }
void OnEnable() { fader.FadeIn(); Camera.main.transform.localRotation = startCamPos.localRotation; }
//TODO: Actually load from file public static State Load(string fileName, Fader fader) { fader.Timestep = 0.1f; fader.FadeIn(); //disabled because otherwise it gets annoying to run the game while listening to music and stuff //Resource<Sound>.Get("BGM/HonorForAll", "mp3").IsLooped = true; //Resource<Sound>.Get("BGM/HonorForAll", "mp3").Play(); string file = Path.Combine("Content/Maps/", fileName); var level = new LoadedLevel(new FileStream(file, FileMode.Open)); var chunk = new Chunk(level.Width, level.Height); var camera = new Camera(); var layers = level.Layers; var objectgroups = level.ObjectGroups; foreach (var layer in layers) { int[] tiles = layer.Value.Tiles; int z = int.Parse(layer.Key); for (int x = 0; x < chunk.Width; x++) for (int y = 0; y < chunk.Height; y++) { Texture2D tex = Resource<Texture2D>.Get(level.Tileset.Image); int id = tiles[x + y * chunk.Width]; //Texture coordinates int tx = (int)(id * 32 / 1.5); //why does this work int ty = 0; //int tx = (id % (tex.Width / 32)) * 32; //int ty = (id / (tex.Width / 32)) * 32; int tw = 32; int th = 32; var tile = new Chunk.Tile(tex, tx, ty, tw, th); Dictionary<string, string> properties; if (level.Tileset.TileData.TryGetValue(id, out properties)) //If id isn't found, that means the tile id has no properties defined foreach (var property in properties) tile.AddProperty(property.Key, property.Value); //If id IS found, set all properties tile.AddProperty("FrictionMultiplier", 1); chunk.Set(x, y, z, tile); } } Physical player = null; //This gets set down here foreach (var objectgroup in objectgroups) { var objects = objectgroup.Value.Entities; int z = int.Parse(objectgroup.Key); //TODO: Does this even work too? foreach (var obj in objects) { string name = obj.Name; bool isPassable = false; bool isRamp = false; if (obj.Properties != null) { isRamp = bool.Parse(obj.Properties["IsRamp"]); isPassable = bool.Parse(obj.Properties["IsPassable"]); } int x = (int)(obj.Position.X / 32f) - 0; //This is... int y = (int)(obj.Position.Y / 32f) - 1; //Pretty wonky. if (isRamp) //If it's a ramp, we don't create an entity at all, but a tile! { Texture2D tex = Resource<Texture2D>.Get(level.Tileset.Image); int id = obj.GID; //Texture coordinates int tx = (int)(id * 16); //why does this work int ty = 0; int tw = 32; int th = 32; var tile = new Chunk.Tile(tex, tx, ty, tw, th); foreach (var property in obj.Properties) tile.AddProperty(property.Key, property.Value); chunk.Set(x, y, z, tile); } else { Physical entity; if (name == "player.Start") //TODO: Maybe make these "hardcoded" entities a lookup table of prefabs? { entity = new Physical(Resource<Texture2D>.Get("debug-entity"), x, y, z); player = entity; } else entity = new Physical(Resource<Texture2D>.Get("debug-entity"), //TODO: Read texture from entity x, y, z, isPassable); //TODO: For now, entities don't seem to have a way to set properties... chunk.Add(entity); } } } for (int i = 0; i < 0; i++) //LOOK AT ALL THOSE DUDES HAVING FUN { var otherDude = new Physical(Resource<Texture2D>.Get("debug-entity"), RandomHelper.Range(3, 16-3), RandomHelper.Range(3, 16-3), 0); float time = RandomHelper.Range(); otherDude.Tick += f => { time += f * 0.25f; otherDude.Move((int)Math.Round(Math.Cos(time * Math.PI * 2)), (int)Math.Round(Math.Sin(time * Math.PI * 2)), 100 * f); }; chunk.Add(otherDude); } if (player == null) throw new Exception("Well, well, well. Looks like SOMEONE forgot to put a player.Start in the level. Have fun with all your NullReferenceExceptions down here."); player.Tick += dt => { var k = Keyboard.GetState(); var move = Vector2.Zero; foreach (var i in k.GetPressedKeys()) { switch (i) { case Keys.W: move.Y = -1; break; case Keys.S: move.Y = 1; break; case Keys.A: move.X = -1; break; case Keys.D: move.X = 1; break; case Keys.LeftShift: Console.WriteLine(player.Depth); break; } } if (move != Vector2.Zero) player.Move((int)move.X, (int)move.Y, 200 * dt); camera.Position = player.CenterPosition + Vector2.One / 2; //Add (0.5, 0.5) to player position so we don't get shakyness (it works trust me DON'T REMOVE IT) }; chunk.Add(player); return new State(chunk, camera) { Player = player }; }
private IEnumerator EndGame() { yield return(fader.FadeIn(0.3f)); gameOverCanvas.SetActive(true); }
//------------------------------------------------------------------------- void Update() { // update time time_ += Time.deltaTime; // update the fader buttonFader_.Update(Time.deltaTime); backgFader_.Update(Time.deltaTime); musicFader_.Update(Time.deltaTime); // fade buttons in after ... if (time_ > 8.1f && !haveButtonsFadedIn_) { haveButtonsFadedIn_ = true; buttonFader_.FadeIn(); } // if buttons are fully blended in set them clickable // otherwise set them non clickable if (StartButton.GetAlpha() == 1.0f) { StartButton.SetIsClickable(true); } // if buttons are fully blended in set them clickable // otherwise set them non clickable if (ExitButton.GetAlpha() == 1.0f) { ExitButton.SetIsClickable(true); } // if the start button was pressed (shallExitMM) and the background and // buttons are blended out load the intro if (BackgroundTex.GetAlpha() == 0.0f && buttonFader_.GetAlpha() == 0.0f && shallExitMM_ ) { // Load intro Application.LoadLevel(2); } // update alpha values of the gui elements BackgroundTex.SetAlpha(backgFader_.GetAlpha()); StartButton.SetAlpha(buttonFader_.GetAlpha()); ExitButton.SetAlpha(buttonFader_.GetAlpha()); // update volume BackgroundMusic.SetVolume(musicFader_.GetAlpha()); if (StartButton.IsPressed()) { shallExitMM_ = true; StartButton.SetIsClickable(false); ExitButton.SetIsClickable(false); backgFader_.FadeOut(); buttonFader_.FadeOut(); musicFader_.FadeOut(); } if (ExitButton.IsPressed()) { Application.Quit(); } }
private void onActive() { fading = GetComponent <Fader>(); fading.FadeIn(); }
private void KeyCtrl() { switch (mode) { case Mode.OnePlayer: if (blockManNames[0] == "nothing") { if (Dualshock4.LeftStick(0).x != 0 && keyTrigger[0] == false) { if (Dualshock4.LeftStick(0).x > 0) { if (nowSelected[0] < buttons.Length - 1) { buttons[nowSelected[0]].Cancel(); buttons[nowSelected[0] + 1].Select(0, Color.red); nowSelected[0] += 1; } } else if (Dualshock4.LeftStick(0).x < 0) { if (nowSelected[0] > 0) { buttons[nowSelected[0]].Cancel(); buttons[nowSelected[0] - 1].Select(0, Color.red); nowSelected[0] -= 1; } } keyTrigger[0] = true; } else if (Dualshock4.LeftStick(0).x == 0) { if (keyTrigger[0] == true) { keyTrigger[0] = false; } } if (Dualshock4.CircleDown(0)) { blockManNames[0] = buttons[nowSelected[0]].blockManName; buttons[nowSelected[0]].Decision(0, Color.red); } } break; case Mode.TwoPlayer: for (int i = 0; i < keyTrigger.Length; i++) { if (blockManNames[i] == "nothing") { if (Dualshock4.LeftStick(i + 1).x != 0 && keyTrigger[i] == false) { if (Dualshock4.LeftStick(i + 1).x > 0) { if (nowSelected[i] < buttons.Length - 1) { if (buttons[nowSelected[i] + 1].selected != 0) { if (nowSelected[i] + 2 <= buttons.Length - 1) { buttons[nowSelected[i]].Cancel(); switch (i) { case 0: buttons[nowSelected[i] + 2].Select(i + 1, Color.red); break; case 1: buttons[nowSelected[i] + 2].Select(i + 1, Color.blue); break; } nowSelected[i] += 2; } } else { buttons[nowSelected[i]].Cancel(); switch (i) { case 0: buttons[nowSelected[i] + 1].Select(i + 1, Color.red); break; case 1: buttons[nowSelected[i] + 1].Select(i + 1, Color.blue); break; } nowSelected[i] += 1; } } } else if (Dualshock4.LeftStick(i + 1).x < 0) { if (nowSelected[i] > 0) { if (buttons[nowSelected[i] - 1].selected != 0) { if (nowSelected[i] - 2 >= 0) { buttons[nowSelected[i]].Cancel(); switch (i) { case 0: buttons[nowSelected[i] - 2].Select(i + 1, Color.red); break; case 1: buttons[nowSelected[i] - 2].Select(i + 1, Color.blue); break; } nowSelected[i] -= 2; } } else { buttons[nowSelected[i]].Cancel(); switch (i) { case 0: buttons[nowSelected[i] - 1].Select(i + 1, Color.red); break; case 1: buttons[nowSelected[i] - 1].Select(i + 1, Color.blue); break; } nowSelected[i] -= 1; } } } keyTrigger[i] = true; } else if (Dualshock4.LeftStick(i + 1).x == 0) { if (keyTrigger[i] == true) { keyTrigger[i] = false; } } if (Dualshock4.CircleDown(i + 1)) { blockManNames[i] = buttons[nowSelected[i]].blockManName; switch (i) { case 0: buttons[nowSelected[i]].Decision(i + 1, Color.red); break; case 1: buttons[nowSelected[i]].Decision(i + 1, Color.blue); break; } } } } break; } int num = 0; foreach (string name in blockManNames) { if (name != "nothing") { num += 1; } } if (num == blockManNames.Length) { nextText.SetActive(true); if (Dualshock4.OptionsDown(0)) { switch (mode) { case Mode.OnePlayer: nextSceneSingleton.NextScene1P(blockManNames[0]); Fader.FadeIn(2f, "VsCOM"); break; case Mode.TwoPlayer: nextSceneSingleton.NextScene2P(blockManNames[0], blockManNames[1]); Fader.FadeIn(2f, "2P"); break; } } } }
//private void Update() //{ // if (Input.GetKeyDown(KeyCode.Escape)) // { // StopAllCoroutines(); // StartCoroutine(GoToMainMenu()); // } //} private IEnumerator GoToMainMenu() { yield return(_fader.FadeIn()); _sceneChanger.ChangeScene("MainMenu"); }
private void GameStart() { audioSource.PlayOneShot(audioSource.clip); Fader.FadeIn(2f, "Main"); }
IEnumerator CutScene() { Debug.Log("CutSceneStarted"); _player.SendMessage("StartCutscene"); isActive = true; _player.transform.localScale = new Vector3(-1, 1, 1); yield return(new WaitForSeconds(0.5f)); _cam.SendMessage("ChangeTarget", _target); yield return(new WaitForSeconds(2f)); _cam.SendMessage("ChangeTarget", _player.transform); _player.transform.localScale = new Vector3(1, 1, 1); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "What was that?", 0.1f))); yield return(new WaitForSeconds(0.5f)); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "Did I see...him?", 0.1f))); yield return(new WaitForSeconds(0.5f)); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "Where am I, dawm it!", 0.1f))); yield return(new WaitForSeconds(0.5f)); _source.PlayOneShot(_headHurt); yield return(StartCoroutine(_flasherRed.Flash())); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "Ahh!"))); _source.PlayOneShot(_headHurt); yield return(StartCoroutine(_flasherRed.Flash())); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "My head still hurts...", 0.1f))); yield return(new WaitForSeconds(0.25f)); _source.PlayOneShot(_headHurt); yield return(StartCoroutine(_flasherRed.Flash())); yield return(StartCoroutine(_flasherRed.Flash())); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "!!"))); _source.PlayOneShot(_headHurt); yield return(StartCoroutine(_flasherRed.Flash())); yield return(StartCoroutine(_flasherRed.Flash())); yield return(StartCoroutine(_flasherRed.Flash())); yield return(StartCoroutine(_flasherRed.Flash())); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "I remember..."))); yield return(new WaitForSeconds(0.5f)); yield return(StartCoroutine(CutsceneUtility.ShowText(_player, "Ohnononono", 0.4f))); yield return(StartCoroutine(_fader.FadeOut())); _rainMusic.SetActive(false); _player.SendMessage("DisplayText", ""); _cam.SendMessage("ChangeTarget", _textScreen.transform); yield return(new WaitForSeconds(1f)); _music.SetActive(true); yield return(StartCoroutine(_fader.FadeIn())); yield return(StartCoroutine(CutsceneUtility.ShowText(_textScreen, "Mark and I went out....\n" + "We were going to party\n" + "and party hard we did.\n" + "I remember.\n" + "Mark and I shared something.\n" + "LSD? I'm not sure.\n", 0.15f))); yield return(new WaitForSeconds(2f)); yield return(StartCoroutine(CutsceneUtility.ShowText(_textScreen, "But I know, I definitely know...\n" + "That it is my head,\n" + "messing with me...\n" + "And that means...\n", 0.15f))); _music.SetActive(false); yield return(StartCoroutine(CutsceneUtility.ShowText(_textScreen, "I killed Mark.", 0.5f))); yield return(new WaitForSeconds(2f)); yield return(StartCoroutine(CutsceneUtility.ShowText(_textScreen, "My mind went blank.\n" + "My mind tricked me,\n" + "made me do the most monstrous\n" + "thing a human being can do.\n" + "To kill.\n" + "I am a monster, forever.", 0.15f))); yield return(new WaitForSeconds(2f)); _textScreen.SendMessage("DisplayText", ""); _music.SetActive(false); _endMessage.SetActive(true); yield return(StartCoroutine(_flasherWhite.Flash())); Debug.Log("CutSceneEnded"); isActive = false; }
private IEnumerator ResetGameState() { yield return(StartCoroutine(fader.FadeIn())); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); }
private void GoToTwoPlayerMode() { Fader.FadeIn(2f, "CharacterSelect2P"); }
//------------------------------------------------------------------------- // METHOD DEFINITIONS //------------------------------------------------------------------------- void Start() { musicFader_ = new Fader(0.0f, 10.0f, 4.0f); musicFader_.FadeIn(); imseqFader_ = new Fader(1.0f, 0.0f, 4.0f); }
private void MyForm_Load(object sender, EventArgs e) { Fader.FadeIn(this, Fader.FadeSpeed.Normal); }
//------------------------------------------------------------------------- void Start() { fader.FadeIn(); }
private void Start() { fader.FadeIn(); }